struct VS_OUTPUT
{
    float4 Pos : SV_POSITION;
    float2 Tex : TEXCOORD;
};

cbuffer cb0
{
    float4 g_Colour;
};

VS_OUTPUT VSMain( float3 vPos : POSITION,
                  float2 vTexCoord0 : TEXCOORD )
{
    VS_OUTPUT Output;

    Output.Pos = float4( vPos, 1.0f );
    Output.Tex = vTexCoord0;

    return Output;
}

Texture2D   g_Texture : register( t0 );
SamplerState g_Sampler : register( s0 );


float4 PSMain( VS_OUTPUT In ) : SV_Target
{
    return g_Texture.Sample( g_Sampler, In.Tex ) * g_Colour;       
}

